In this tutorial we will go over how to create algorithms with Kismet that will control the enemy behavior for your games made with the UDK.We will learn to exploit the secrets of Kismet to model effective Artificial Intelligence for bots. Kismet is a powerful tool for a designer who wants to create combat sequences and game play for his games with the Unreal Engine.

By the end of this tutorial you will be capable of spawning bots, sending them on pre-scripted or random paths, having them crouch and chase the player, as well as shoot at him on sight or evade when hit.This tutorial also provides the means to exploit the advantages of sequences, and explains the concept of using black boxes when scripting behaviors

1. Introduction and project overview 01:03Watch free with a demo account ?2. Creating a room and sboting bots 14:07Watch the full tutorial with a subscription ?3. Making the bot move around on a path 10:564. Getting the bot to stop when sighting the player 07:395. Implementing random paths for the bot to follow 10:436. Creating a reusable sequence for random paths 09:077. Final touches on the sequence for random paths 08:248. Getting the bot to react to being shot at 10:509. Getting the bot to evade fire by random movement 11:1610. Scripting the bot to crouch behind cover 13:4411. Implementing a way for the bot to return fire 13:1512. Getting the bot to crouch when hit 13:2913. Bot randomly crouches or runs when hit 09:5914. Creating a sequence from a section of script 11:0015. Creating a Search and Destroy sequence from a script 08:04